AuthorTopic: Rats (Read 972 times)

Ok, they're probably not the best thought out cards, but maybe we can turn this into a rats thread. Add your own, refine and mock.

All cars have 20 copies.

Locust: Cost: 3$+1 Card +1 ActionGain a Locust. Trash a card from you hand other than a locust. Each other player either gains a locust or draws 3 cards, trashes 2 and discards the other. When you trash this return it to the supply and every player gains a locust.

Baby Snakes6$+1 Card +1 Action +2$Gain 2 baby snakes. Each other player reveals the top cards of their deck. If eithr are a Baby Snakes they reveal their hand and trash all cards other than victory cards, otherwise discard.

Mole2$ +1 ActionGain 2 moles. Reveal your hand, if you have no victory cards in it and this is the first action card you've played this turn then +4$

Maggots0$If this is the first time this game a Maggots has been played, each other player gains a maggots. When you trash this, gain 4 maggots.

Piranha3$+1 card +1 Action +3$ Gain a Piranha. Each other player draws 2 cards and reveals their hand. Any player with two or more piranhas trashes all cards in their hand other than piranhas.

Locust seems far too good for the opponent. It is as brilliant as an early Sentry that trashes 2 cards (with a higher likelihood of hitting some junk).I'd make Baby Snakes an Attack and make the self-gaining harder. Like, cantrip, get 2 Coins or a Baby Snake.As it stands whoever hit 6 one shuffle earlier might be able to massively win the split such that not even the Attack will compensate for it.Same with Mole, the self-gaining is too crazy.Maggots seem pointless except for Swindler games.About Piranha, this is probably more interesting than Baby Snakes. Tripe Peddler seems weaker than a double Lab so I'd change this a bit.

Overall some cool ideas but I think that self-gaining, interactive cards are a mess to balance.One way to getmake balancing easier would be a split pile: put the self-gaining cards on top and the more expansive, interactive card that punishes whomever got a lot of the self-gaining cards underneath.

For the mole, i think taking away the +1Action might solve it, then can take away the condition about being the first action card. Possibly still too strong with some form of Village, but only if you have a way of keeping victory cards out of your hand.

MoleCost: 2$Gain 2 MolesReveal your hand, if you have no victory cards then +4$

I actually think the gain 2 moles makes it weaker than gain 1 mole. Gaining 3 moles would make it even worse. With 2 we get

for example,

Buy a mole turn 1 - 1 mole in deck of 11, 3 estatesPlay a mole turn 4 - 3 moles in deck of ~16 3 estatesPlay a mole turn 6 and buy a province - 5 moles in deck of ~22 4 victory cards.At that point I'd probably want to stop playing them until we hit the last 1-2 draws unless i've figured out a way of discarding the victory cards and getting enough actions.

EDIT: Also, I like to think of this as an inverse Baron, plus self gaining.

Ever see that video where somebody squashes a spider and thousands of baby spiders come out? Yeah.

Edit: Since I don't like tokens:

Quote

Spiders Action - Attack, (Supply # = Same as Curses)Each other player gains 2 Spiders.Trash this.---When you buy this, you may trash a card and/or an Action card from your hand.

I have to admit, though, that the Action tokens are a bit more clever.

Edit 2: Changed cost and wording.

What's an action token?

It's the old version of +1 Actioffers.

In all seriousness, the newly announced Dominion: Renaissance includes "tokens that let you save coins and actions for later."Presumably, this means that when you have an action token, you may spend it at any time to get +1 Action.

+2 CardsYou may play a Tribble from your hand.--When another player plays an Attack card, you may first reveal this. If you do: Look at the top card of your deck. If it is not a Tribble, you may discard it. If you do, gain a Tribble on top of your deck.

+2 CardsYou may play a Tribble from your hand.--When another player plays an Attack card, you may first reveal this. If you do: Look at the top card of your deck. Discard it or put it back on top. If you discarded another card than a Tribble, gain a Tribble on top of your deck.

I like this but it needs to cost more than 3. It looks to meto be a no-brainer to open with two of these where you can.

I still think it’s cheap at 4. Though maybe 5 is too much. Guess you’d have to play test it.

+2 CardsYou may play a Tribble from your hand.--When another player plays an Attack card, you may first reveal this. If you do: Look at the top card of your deck. Discard it or put it back on top. If you discarded another card than a Tribble, gain a Tribble on top of your deck.

I like this but it needs to cost more than 3. It looks to meto be a no-brainer to open with two of these where you can.

I still think it’s cheap at 4. Though maybe 5 is too much. Guess you’d have to play test it.

I have my doubts. Cultist is overpowered because it junks so quickly. But the draw-and-connect thing in itself is not necessarily good enough to justify a price of $4 as the net effects of 2 Tribbles that connect (-1 Action, +2 Cards) are identical to that of 1 Smithy.

Tribble...When another player plays an Attack card, you may first reveal this. If you do: Look at the top card of your deck. Discard it or put it back on top. If you discarded another card than a Tribble, gain a Tribble on top of your deck.

This needs to be reveal and set aside, unless you want someone to gain the entire Tribble pile when an Attack is played.

When another player plays an Attack card, you may first reveal this. If you do: Look at the top card of your deck. Discard it or put it back on top. If you discarded another card than a Tribble, gain a Tribble on top of your deck.

This needs to be reveal and set aside, unless you want someone to gain the entire Tribble pile when an Attack is played.

Thank you, I reworded the card, because I had a small oversight. It now says:

I'm not quite sure what cards like Rats are supposed to be. Animal themed and a 20-pile Supply? Well, if that's the case, I think I've got one for you.

Made this card of my girlfriend's cat to try and get her into playing Dominion. Well it didn't quite work and now I'm stuck with this. It's fun, but probably a bit too strong in too many situations.

Hard to tell but in Kingdoms in which you can trash Estates it seems like a decent idea to pay $5 and get 3 House Cats respectively in Kingdoms with extra Buys buy them directly.I think that the card is far too good, in the opening you will definitely get one. In general I don't think that cheap cards that suck in quantity are a good design direction. Of course it is a good idea to stop monostrategies but if you try to do it like this players will at least get one or two copies and that's it.

The supply of these is equal to the supply of Curses, so 10 in a 2-player game, 20 in a 3-player, etc.

This will turn the game into a temporary slog until all Wasps are trashed. Don't do this unless you have better Action density, sifting, trashing, or buying than your opponent (Buying lets you trash one from your hand to attack more.)

Ant Farm $whatever Action+1 Action+$1Gain an ant farm. You may discard any number of actions. +1 card per action discarded. --------When you buy this, you may trash any number of ant farms you have in play. If you trashed any, gain an action card.

I'm not quite sure what cards like Rats are supposed to be. Animal themed and a 20-pile Supply? Well, if that's the case, I think I've got one for you.

Made this card of my girlfriend's cat to try and get her into playing Dominion. Well it didn't quite work and now I'm stuck with this. It's fun, but probably a bit too strong in too many situations.

Hard to tell but in Kingdoms in which you can trash Estates it seems like a decent idea to pay $5 and get 3 House Cats respectively in Kingdoms with extra Buys buy them directly.I think that the card is far too good, in the opening you will definitely get one. In general I don't think that cheap cards that suck in quantity are a good design direction. Of course it is a good idea to stop monostrategies but if you try to do it like this players will at least get one or two copies and that's it.

Agreed; the first House Cat you buy is effectively a $2 Baker. It might work at $4, though the first House Cat may still be to close to an automatic buy.